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AUGMENTED REALITY (AR)#1

An interactive experience where digital information is overlaid on the real world, enhancing learning through visual engagement.

EDUCATIONAL TECHNOLOGY#2

The use of technology tools and resources to facilitate learning and improve educational practices.

LESSON PLANNING#3

The process of creating detailed outlines for educational activities, including objectives, materials, and assessment methods.

STUDENT ENGAGEMENT#4

The level of interest and participation students show in the learning process, crucial for effective education.

ASSESSMENT METHODS#5

Strategies used to evaluate student understanding and learning outcomes, including formative and summative assessments.

INTERACTIVE LEARNING#6

An educational approach that actively involves students in the learning process through activities and collaboration.

IMMERSIVE EXPERIENCE#7

A learning environment that fully engages students, often through AR or VR, making them feel part of the content.

CURRICULUM STANDARDS#8

Guidelines that outline what students should know and be able to do at each grade level.

DIVERSE LEARNING STYLES#9

Different ways individuals learn, including visual, auditory, and kinesthetic preferences.

FORMATIVE ASSESSMENT#10

Ongoing assessments used to monitor student learning and provide feedback for improvement.

SUMMATIVE ASSESSMENT#11

Evaluations conducted at the end of an instructional unit to measure student learning against standards.

USER EXPERIENCE (UX)#12

The overall experience a user has when interacting with a product, crucial for AR tools in education.

TECHNOLOGY INTEGRATION#13

The effective use of technology tools in teaching to enhance learning and engagement.

ETHICAL CONSIDERATIONS#14

Moral implications of using technology, including privacy, equity, and access in educational contexts.

RESEARCH-BASED PRACTICES#15

Teaching methods supported by empirical evidence and studies to enhance educational effectiveness.

PROFESSIONAL DEVELOPMENT#16

Training and education for educators to improve their skills and stay updated with new technologies.

COLLABORATIVE LEARNING#17

An educational approach where students work together to solve problems or complete tasks.

VISUALIZATION TOOLS#18

Technologies that help represent information graphically, aiding comprehension and retention.

EDUCATIONAL OUTCOMES#19

The measurable skills and knowledge students are expected to acquire through education.

IMMEDIATE IMPLEMENTATION#20

The ability to apply learned concepts or strategies directly in real-world educational settings.

CAPSTONE PROJECT#21

A culminating assignment that showcases a student's comprehensive understanding and skills in a subject area.

ACCESSIBILITY#23

The design of educational resources to ensure all students, including those with disabilities, can participate.

ANALYSIS OF TOOLS#24

The process of evaluating educational technology tools for their effectiveness and suitability in the classroom.

INNOVATIVE TEACHING STRATEGIES#25

Creative and effective methods used by educators to engage students and enhance learning.

EQUITY IN EDUCATION#26

Ensuring all students have access to the same educational opportunities, regardless of background.